Abstract

AbstractBackgroundCognitive training has been found to be effective in preventing and delaying cognitive decline in MCI and early dementia, and gains could be enhanced with transcranial electrical stimulation (tDCS). Cognitive‐training applications (app) allow remote interventions, optimize the cost‐benefit ratio, and a continuous monitoring. Most of apps are web‐based applications but specific narrative cognitive‐training video‐games are scarce. Our RCT aims to compare memory changes after training using a web‐based app (i.e., NeuronUp) and a narrative video‐game (i.e., ‘Following the traces of time’) combining with tDCS or Sham (placebo).MethodFifty‐three participants with SCDs and MCI were randomized assigned to the five experimental groups (i.e., Active‐control=11; NeuronUP‐tDCS=14; NeuronUP‐Sham=9; Videogame‐tDCS=9; Videogame‐Sham=10). NeuronUP groups sequentially performed 24 computerized activities (in 8 activities/session cycles) with increasing in complexity according actual performance. Videogame groups resolved puzzles with three difficulty levels integrated into a meaningful narrative plot allowing them to advance in the story. NeuronUP and Videogame mainly implemented memory and executive function training. The active‐control group attended specific classes for older people (i.e., computing and mildfulness/philosophy). All interventions extended along 20 hours (5 weekly sessions of 120 min for 2 weeks) and participants simultaneously received 20’ of tDCS/Sham in the last 6 sessions.Pre‐Post assessments were accomplished to tests changes in measures of immediate verbal recall (Lists A and B of the RAVLT), and prospective memory (Forms 1 and 2 of the Event‐Related Task; MPMT).ResultsRepeat measures ANOVA showed that Immediate recall (Figure 1) significantly improved in post‐intervention, F(1,48)=12.56, p=.001, ηp2 =.207, but Group*Measurement interaction was not significant. Group factor differences only pointed out significant improvement in the tDCS‐NeuronUP group compared to the Sham‐Videogame group.Prospective memory (Figure 2) also showed improvement in post‐intervention, F(1,48)=12.79, p=.001, ηp2 =.210, but neither main Group effect or Group*Measurement interaction achieved significance.ConclusionsTrends showed significant memory improvements particularly in NeuronUP‐groups. tDCS seems to take some responsibility in the improvement mainly in the videogame‐group. The intensity of training and automatic difficulty adjustment associated with the NeuronUP app, along with the enhancing effect of tDCS, appear to be responsible for further improving memory.

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